Game Industry News Roundup – Nordic Games Rebrands, Vive Partners with Tate and Nickelodeon gets into eSports
Despite being a small player in a massive global industry, Nordic Games is facing an incredible opportunity with the recent rebrand to THQ Nordic, following the acquisition by THQ earlier this year. With the new brand, THQ Nordic has gained access to extremely popular brands like Darksiders and Red Faction (among others) and will be able to work with the support of the massive publisher behind them. Although THQ has had some interesting moments in their past, their industry presence is undeniable. Keep an eye on this feisty studio and expect great things from them in the future!
In an unexpected and ingenious move, the world-famous Tate Modern has partnered with the VR powerhouse, Vive. This is the first of what will likely become a gradual trend of partnerships between modern technology and traditional museums. Despite being known for gaming-based VR technology, Vive is committed to revolutionizing “the way people create and experience art.” With several art-based games already released for VR systems, it makes sense that museums will want to not only modernize (and digitize) visitor experiences but also attract different and younger crowds who may not be as naturally drawn to traditional museum experiences.
Super League Gaming, an eSports league aimed at younger-than-average audiences, has just secured $15 million in their most recent round of funding. A substantial part of that amount came from globally-recognized children’s’ entertainment brand, Nickelodeon. With more digital content surrounding games (YouTube and TV “Let’s Plays”, for instance), it makes sense that the corporation would want to make an early and significant impact in a rapidly growing brand. Other investors include DMG Entertainment, Toba Capital, Cali Group, eSports ownership group aXiomatic, and Jeffrey Vinik, owner of the Tampa Bay Lightning. Since 2014, Super League Sports has raised over $28 million dollars. While there are arguments for whether the game industry has hit “critical mass”, it’s clear as day that game-centric entertainment is continuing to skyrocket in interest and profitability.
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